Shader "Reflective/BumpedSpecularSRC" {

    Properties {
        _Color ("Main Color", Color) = (1,1,1,0)
        _SpecColor ("Specular Color", Color) = (0,0,0,0)
        _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
        _ReflectColor ("Reflection Color", Color) = (1.0, 1.0, 1.0, 0)
        _MainTex ("Base (RGB) Gloss (A)", 2D) = "white"
        _BumpMap ("Bumpmap", 2D) = "bump"
        _Cube ("cubemap", Cube) = "_Skybox"
    }
    Category {
        ZWrite Off
		Alphatest Greater 0
        Tags {Queue=Transparent}
        Fog { Color [_AddFog] }
        SubShader {
        UsePass "Alpha/Glossy/BASE"
        // ------------------------------------------------------
        // ARB_FP, Geforce3
        // ------------------------------------------------------
            UsePass "Reflective/Bumped Unlit/BASE"
            Pass {
                Name "BASE"
                Tags {"LightMode" = "Vertex"}
                Blend SrcAlpha One
                    Material {
                        Diffuse [_Color]
                        Ambient (1,1,1,1)
                        Shininess 10
                        Specular [_SpecColor]
                    }
                Lighting On
                SeparateSpecular on
                SetTexture [_MainTex] {
                    constantColor [_Color] Combine texture * primary DOUBLE, constant
                }
            }
            UsePass "Alpha/BumpedSpecular/PPL"
        }
    }
    FallBack "Alpha/BumpedSpecular", 1
}